Locomotion Review

Build roads, build rails, and move things from here to there if you can handle the frustrations doing so.

But more outrageous than any of the information related interface is the construction interface. It's terrible. Somehow, it's actually quite a bit worse than it was in RollerCoaster Tycoon. It's really difficult to judge where tracks and roads need to go to connect, especially when dealing with different heights (yes I know there are height markers), and that creates a huge problem because there is no leeway for making mistakes. You only get a fraction of the cost of building a road back if you make a mistake and have to start over. It becomes necessary to save before every major piece of construction so that you can try again when you mess up. Because you will mess up. A lot of this has to do with engine and how it's built. It's just old and clunky at this point.

On top of it's drawbacks from a construction standpoint, both the engine and a severe lack of artistic direction contributed to an abysmally ugly game. I had already figured that the engine wouldn't wow me. But the lack of any personality or interesting visuals, is absolutely surprising. RollerCoaster Tycoon managed to find some niche of fun and frolic despite technical drawbacks at one point, but Locomotion is dragging the muck to the top here. There is nothing in this entire game that I would consider good by any standard. There's no style, no panache, and no fun. Buildings and towns are depressingly simple and boring, there's no blending of texture terrains, and very little detail.

Finally, a word has to be said about the AI. Both the competitive AI and more importantly, the pathfinding AI, are unpredictable at best. I've built networks of trains that work without fail and others that have no end of problems. Trains don't always stop directly at signals and networks created to facilitate a smooth flow of rail traffic are undermined by AI that doesn't always pick the shortest route to a destination. Road vehicles have different problems of driving off in the wrong direction if given a starting stop that happens to be behind them. Also, vehicles will aggravatingly turn themselves back on after being told to stop. Sometimes, you just need these vehicles to stop and stay stopped while you fix roads. Having them start down tracks you're trying to fiddle with is a detriment to an already problematic construction process.

The Verdict

With a lack of presentation values, an engine that not only looks bad but also is the main cause of serious construction problems, and AI that could use a serious overhaul, Locomotion has too many problems for any serious recommendation.

There's plenty of content, scenarios to keep diehard fans with blinders on interested. There's even multiplayer mode with either Gamespy or TCP/IP connect only (which I never would have found it if not for the manual) that's only appeal is the chance to play against an unpredictable human opponent. Good luck finding a game over Gamespy, I couldn't.

The world has kept moving along with technology to allow players friendlier and more entertaining game experiences. It would have benefited this "spiritual successor" to Transport Tycoon to have jumped on that train. Frankly, I can only imagine that players who have gotten used to working around Transport Tycoon's flaws will be able to forgive Locomotion for its inadequacies.